// MIT License

// Copyright (c) 2019 Erin Catto

// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:

// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.

// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.

#include "test.h"

#define TEST_BAD_BODY 0

class Chain : public Test
{
public:
    Chain()
    {
        b2Body* ground = NULL;
        {
            b2BodyDef bd;
            ground = m_world->CreateBody(&bd);

            b2EdgeShape shape;
            shape.SetTwoSided(b2Vec2(-40.0f, 0.0f), b2Vec2(40.0f, 0.0f));
            ground->CreateFixture(&shape, 0.0f);
        }

        {
            b2PolygonShape shape;
            shape.SetAsBox(0.6f, 0.125f);

            b2FixtureDef fd;
            fd.shape    = &shape;
            fd.density  = 20.0f;
            fd.friction = 0.2f;

            b2RevoluteJointDef jd;
            jd.collideConnected = false;

            const float y    = 25.0f;
            b2Body* prevBody = ground;
            for (int32 i = 0; i < 30; ++i)
            {
                b2BodyDef bd;
                bd.type = b2_dynamicBody;
                bd.position.Set(0.5f + i, y);
                b2Body* body = m_world->CreateBody(&bd);

#if TEST_BAD_BODY == 1
                if (i == 10)
                {
                    // Test zero density dynamic body
                    fd.density = 0.0f;
                }
                else
                {
                    fd.density = 20.0f;
                }
#endif

                body->CreateFixture(&fd);

                b2Vec2 anchor(float(i), y);
                jd.Initialize(prevBody, body, anchor);
                m_world->CreateJoint(&jd);

                prevBody = body;
            }
        }
    }

    static Test* Create() { return new Chain; }
};

static int testIndex = RegisterTest("Joints", "Chain", Chain::Create);
